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Created by Jason Harper

Another cool Chisel plugin - if you've created a map in Forge which has too many lines connected to a point, you'll find you can't delete the point without crashing Forge. If you don't have an older backup... you're in big trouble. This plugin gets you out of it.

A Chisel plugin that allows you to add to the normal light intensity for a given light, without changing that light... vastly reducing the number of lights needed. (The demo map included shows 11 distinct lighting effects... and it uses exactly ONE light.) It only works on walls, and a wall can display only one value of the ambient delta field... but if you're building complicated levels, and have run into lighting limits... check this out.

A Chisel plugin that allows you to horizontally move everything within a specified rectangle of the map. (If you started building too far towards one edge, you can now pull it back.) This differs from the existing 'Better Move' Chisel effect in that it's not applied to the entire map, it's applied to only a subset (hence the name). Pretty slick...

Building a map, and reailze you need to add another polygon to the side of an already-filled poly? Dang, you have to delete that filled one and rebuild it... WAIT! This Chisel plugin allows you to split that FILLED poly line! Way cool.

A Chisel plugin that allows you to auto-create staircases (finally reproducing the Script effect of Phforte 1.x!). Straightforward, simple - it does one thing, it does it right. Check the readme for minor caveats (mostly common-sense stuff).

The closest anyone's ever come to a cutscene level. Pretty astounding, even given the limitations... play it to see what it's all about. (It's cool. Really cool.) The author gives permission to incorporate this into your scenario, and even offers to customize it for you. Amazing what he thinks of...

From the master of cool tricks comes a bizarre, but thought-provoking idea... a mechanism by which you can determine the difficulty level at which someone is playing. The included demo simply has different terminal messages for each difficulty level (kindergarten through total carnage), but you could, in theory, use the technique to decide where to send a player, depending on what level he's playing on. The possibilities are pretty far-ranging...